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Are quadratic spellcasters still a problem?
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<blockquote data-quote="Rhenny" data-source="post: 6134015" data-attributes="member: 18333"><p>As the playtest works right now, the wizard is becoming exponentially more powerful and versatile at 10th level and above. Yes, there is an issue.</p><p></p><p>I agree with those who say the spells themselves have to be tamed. In a 10th level playtest I ran a few weeks ago, we played with a fighter, a cleric and a wizard (evoker). The wizard stole the show. His polymorph and wall of fire decimated encounters.</p><p></p><p>We figured out that since he could cast lower level spells using higher level slots, he could cast 5 polymorphs if he wanted to (and still cast 3 fireballs, 4 with arcane recovery), or he could cast 8 fireballs (9 with arcane recovery) if he didn't use his 4th and 5th level spell slots for other spells. </p><p></p><p>One of the big problems is the Spell DCs. With a DC 17, most monsters are not going to save because they only have +1, +2, +3 as an ability modifier. Even with resistance to magic, the wizard was able to turn an Ice Devil into a chicken and a Bone Devil (later in the adventure) into a sheep.</p><p></p><p>I'm all for magic being magical and powerful, but these effects really do upstage the other PCs too often. Add to that 3d8 for cantrip damage, and even when the wizard has no spells, he/she can still harm monsters nearly as well as a fighter (fighters do gain ability bonus on damage and they do gain 1d6 some times during the encounter if they use deep wounds, and they can cleave or whirlwind which may give them something over the cantrip, but still it seems that the cantrip damage may be too high).</p><p></p><p>I am hoping that the new "super feats" that Mearls mentioned (upcoming) will help to balance this and give fighters something more.</p><p></p><p>But the more I playtest/DM the package, the more I am seeing the quad wizard problem. </p><p></p><p>Solutions?</p><p></p><p>Cantrip damage needs to be minimized (1d4 scaling at 5/10/15/20 might work better)</p><p></p><p>Wizard HD should be 1d4 again (sorry wizards....I think you have to fear getting knocked down more than you do now. There is a cost to wielding great power).</p><p></p><p>Take away the bonus to spellcasting that adds to the casters DC.</p><p></p><p>Give monsters a little more ability bonuses.</p><p></p><p>Weaken the damage spells that are AoE (especially the ones that have lingering effects)</p><p></p><p>Give polymorphed creatures a chance to save every round to revert to normal form. Being a chicken for even 1 round means that the monster cannot use any of its spells or abilities or attacks...it can peck for perhaps 1 point of damage. In the meantime, it can be gang attacked suffering a lot of damage.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6134015, member: 18333"] As the playtest works right now, the wizard is becoming exponentially more powerful and versatile at 10th level and above. Yes, there is an issue. I agree with those who say the spells themselves have to be tamed. In a 10th level playtest I ran a few weeks ago, we played with a fighter, a cleric and a wizard (evoker). The wizard stole the show. His polymorph and wall of fire decimated encounters. We figured out that since he could cast lower level spells using higher level slots, he could cast 5 polymorphs if he wanted to (and still cast 3 fireballs, 4 with arcane recovery), or he could cast 8 fireballs (9 with arcane recovery) if he didn't use his 4th and 5th level spell slots for other spells. One of the big problems is the Spell DCs. With a DC 17, most monsters are not going to save because they only have +1, +2, +3 as an ability modifier. Even with resistance to magic, the wizard was able to turn an Ice Devil into a chicken and a Bone Devil (later in the adventure) into a sheep. I'm all for magic being magical and powerful, but these effects really do upstage the other PCs too often. Add to that 3d8 for cantrip damage, and even when the wizard has no spells, he/she can still harm monsters nearly as well as a fighter (fighters do gain ability bonus on damage and they do gain 1d6 some times during the encounter if they use deep wounds, and they can cleave or whirlwind which may give them something over the cantrip, but still it seems that the cantrip damage may be too high). I am hoping that the new "super feats" that Mearls mentioned (upcoming) will help to balance this and give fighters something more. But the more I playtest/DM the package, the more I am seeing the quad wizard problem. Solutions? Cantrip damage needs to be minimized (1d4 scaling at 5/10/15/20 might work better) Wizard HD should be 1d4 again (sorry wizards....I think you have to fear getting knocked down more than you do now. There is a cost to wielding great power). Take away the bonus to spellcasting that adds to the casters DC. Give monsters a little more ability bonuses. Weaken the damage spells that are AoE (especially the ones that have lingering effects) Give polymorphed creatures a chance to save every round to revert to normal form. Being a chicken for even 1 round means that the monster cannot use any of its spells or abilities or attacks...it can peck for perhaps 1 point of damage. In the meantime, it can be gang attacked suffering a lot of damage. [/QUOTE]
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